phtotal.blogg.se

Scp light containment zone
Scp light containment zone







scp light containment zone

The selection of team spawns is based on a ticket system, with each team having different objectives to gain more tickets. A stalemate occurs when the Mobile Task Force retakes the facility, but a Class-D escapes or no scientists escape.Īt regular intervals, players who have died or joined the game while it was in progress will re-spawn as squadrons of Mobile Task Force or Chaos Insurgents.The Mobile Task Force wins when at least one scientist escapes, all the SCPs are "contained" (i.e.Chaos Insurgency exist to help the D-class escape.Class-D wins the round when at least one Class-D escapes, the Mobile Task Force Personnel are killed, and all scientists are killed.SCPs win the round by killing all Class-D personnel, scientists, and Mobile Task Force Personnel.Each faction wins the round by meeting a different set of conditions: In SCP: Secret Laboratory, competing factions are pitted against each other in team-based combat. Their actions are documented by group of collaborators who write stories about the Foundation and SCPs on the SCP Foundation website.īuilding on the stories from the website, SCP: Secret Laboratory takes place following a containment breach in Site-02. The SCP Foundation is a fictional organization that captures and studies entities and objects that violate natural law (called SCPs). All biological substances must be removed in order to avoid destruction.SCP: Secret Laboratory is based on the collaborative writing project of the SCP Foundation. "Attention, all personnel, the Light Containment Zone decontamination process will occur in T-minus 15 minutes.

scp light containment zone

If a player manages to reach the elevator system and the time hits 0 seconds, players still have a chance to escape as there is no lock for sending the elevator up, only sending it down.Ĭ.A.S.S.I.E can be heard at different time intervals warning everyone the time remaining before the process begins. The damage taken by human players is 2 per tick and 10 per tick for SCP's. Once the process begins, green gas will start pouring out of vents and slowly kills anything inside the LCZ. However, the elevators do work if called from the LCZ after the Decontamination starts. Any elevators that are down at Lift System A and B will be called up and become inoperable to prevent players from returning to the LCZ. The checkpoints will be opened 30 seconds before the process begins, allowing any stuck players to escape. Once active the process slowly kills any players still in the Light Containment Zone, regardless of their health, including SCPs. Remaining time until decontamination can be viewed at the Light Containment Zone checkpoint and Heavy Containment Zone elevator systems on small monitors. This event occurs after 11 minutes and 45 seconds have passed in a round. The Decontamination Process is an emergency protocol, which C.A.S.S.I.E activates in the event of a containment breach.









Scp light containment zone